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{{Trail|Concept Art}}
 
{{Trail|Concept Art}}
  
In concept art (specifically in Skyrim modding) there are a variety of types of [[Arcane_University:Concept_Art#Concept_Art_in_Beyond_Skyrim_and_the_Arcane_University|claims]] (or categories) you may encounter and choose to concept. Not all categories can be designed and presented the same way and they are often subject to different expectations.  
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In concept art (specifically in Skyrim modding) there are a variety of types of [[Arcane University:Concept Art#Concept_Art_in_the_Arcane_University|claims]] (or categories) you may encounter and choose to concept. Not all categories can be designed and presented the same way and they are often subject to different expectations.  
  
 
Note that the information you read here '''might not apply''' to projects outside of Beyond Skyrim, or even within Beyond Skyrim - a project's art lead may have their own way of doing things. Be sure to clarify what their expectations are if you are unsure.  But as a whole, if you follow these guidelines, you’ll be creating good Skyrim modding concept art.  
 
Note that the information you read here '''might not apply''' to projects outside of Beyond Skyrim, or even within Beyond Skyrim - a project's art lead may have their own way of doing things. Be sure to clarify what their expectations are if you are unsure.  But as a whole, if you follow these guidelines, you’ll be creating good Skyrim modding concept art.  
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==Weapons==
 
==Weapons==
''Single'' Weapon claims are typically an easy claim, however ''weapon sets'' can be medium or hard difficulty because of the amount of work and time required to complete the claim.
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Weapon claims are typically an easy claim.
  
  
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==Hot Tips==
 
==Hot Tips==
*Take into account how the player will hold the weapon. Knowing where and how the player grips the weapon let's you know how long the handle needs to be. If you must, go in game and take screenshots both in first person and third person.
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*Take into account how the player will hold the weapon. Knowing where and how the player grips the weapon let's you know how long the handle needs to be.  
 
*Get inspired by real life weapons. Skyrim's style is relatively realistic and it's weapons are no exception. No World of Warcraft or FF sized weapons here.
 
*Get inspired by real life weapons. Skyrim's style is relatively realistic and it's weapons are no exception. No World of Warcraft or FF sized weapons here.
  
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*[[Arcane_University:Architecture_(2D)|Architecture]]
 
*[[Arcane_University:Architecture_(2D)|Architecture]]
 
*[[Arcane_University:Armour/Clothing_(2D)|Armour/Clothing]]
 
*[[Arcane_University:Armour/Clothing_(2D)|Armour/Clothing]]
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*[[Arcane_University:Furniture_2D|Furniture]]
 
*[[Arcane_University:Clutter_(2D)|Clutter]]
 
*[[Arcane_University:Clutter_(2D)|Clutter]]
*[[Arcane_University:Furniture_2D|Furniture]]
 
 
*[[Arcane_University:Flora_(2D)|Flora]]
 
*[[Arcane_University:Flora_(2D)|Flora]]
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*[[Arcane_University:Tilesets_(2D)|Tilesets]]
 
*[[Arcane_University:Fauna_(2D)|Fauna]]
 
*[[Arcane_University:Fauna_(2D)|Fauna]]
*[[Arcane_University:Tilesets_(2D)|Tilesets]]
 
  
  

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